Showing posts with label indie. Show all posts
Showing posts with label indie. Show all posts

Wednesday, September 19, 2012

Humble Indie Bundle 6

The most recent Humble Indie Bundle is one of the better ones. Several of the games included are ones that caught my eye on Steam when they were first released. It includes Rochard, a physics-based puzzle-platformer with a gravity gun, Vessel, a physics-based puzzle-platformer with Lemmings-like minions, Shatter, a block-breaking game, SPAZ (Space Pirates And Zombies), a real-time strategy game (I think), Dustforce, a sort of momentum-based puzzle-platformer, and Torchlight, a Diablo-like action RPG.

I think this bundle has the highest ratio of games that I want versus ones I already have, since this time, the only one I already had was Torchlight. But even with Torchlight, the Humble Bundle DRM-free version was attractive to me because Runic Games never delivered on their promised patch to remove the irritating DRM they had on the game, after three bloody years. Shame, shame, shame.

Being what really is a fantastic implementation of the honour system for buying games, allowing you to set your own price, the last few Humble Bundles have been using a slightly modified strategy. They pick a single game to hold back as incentive to pay more than the average price, and this time that game is Dustforce. It seems like a reasonable strategy.

I appreciate puzzle-platformers and block-breaking games as the light, casual entertainment they are, while I use RPGs to give me a good challenge. Realtime strategy games like SPAZ, though, are a bit beyond me, I think. It's attractive, and looks to have a great amount of depth and interest, but I've never found myself able to get into that genre when I've tried it in the past. Turn-based strategy is a different story.

So, I can see myself playing almost all of these games at some point. A great deal, I think.

Saturday, September 15, 2012

Obsidian, Kickstarter, and the bright future of gaming

I'm very happy.

At the time I'm writing this on the 15th of September, less than 24 hours since it was unveiled, Obsidian's new Kickstarter-funded game called Project Eternity has not yet reached the $1.1 million of pledges that it requires to receive its funding. But it will. There's no doubt about that. It has raised 87% of that goal so far, in less than a day.

The game will be an isometric, realtime-with-pause RPG in a similar style as the Infinity Engine games, such as the Baldur's Gate series, the Icewind Dale series, and Planescape: Torment. This is exactly what I foresaw in my bright future when I saw the Wasteland 2 project, and why I was so happy to see it happening. The genre is being reborn!

I'm also pleased by what I hear in their pitch video. Free from the restrictions of the publishers and IP holders, which they say is the reason they could not include mature themes and content, they're looking forward to making an M-rated game (aka PEGI-18). I wholeheartedly approve. It will be extremely refreshing to see more games in a fantasy setting that aren't restricted to child-friendly content.

I have only two concerns. One is that since it will be a new, original IP, it might not have the amount of depth, detail, and variety as licensed properties. I saw that in Bioware's move from D&D to their original Dragon Age setting. I really want a complex, detailed, and difficult game. Obsidian has good, creative people, though. Some of the best in the genre, in fact! So I think there's reason to be optimistic that they can create not only a solid, detailed fantasy world, but also a solid ruleset that'll satisfy fans of those Infinity Engine games.

And with their emphasis on mature content, I'd like to think they won't treat us gamers like the fragile-egoed children that publishers seem to think we are, making games so easy they've become hardly worth playing. A casualty of the crass pursuit of the mass market. Not so with a project like this, where they can focus on a hardcore niche audience.

The other thing is not so much a concern, but a small disappointment. I wish it would be turn-based rather than realtime-with-pause. RWP has always been a compromise -- better than nothing, but with its own problems and annoyances (wizards having to "lead" their AoE spells, for instance, or trying to wrangle the actions of a full party of characters who are all acting at the same time).

Still, it's better than pure realtime. I'd guess that decision was made to ensure that all the Infinity Engine fans were strongly on board, but with the phenomenally fast funding (it's gone up to 88% in the short time I've been writing this), they probably could have taken the chance. I notice that they list the Temple of Elemental Evil in the credits of the works of some of their members, which has the most detailed turn-based RPG engine I've ever seen.

At least Wasteland 2 will be turn-based. And with the assured success of this game, I look forward to a future project -- a party-based, fantasy-themed, turn-based, isometric RPG. So far we've gotten two games with 3 out of 4 of those elements each! Not bad at all! The future is bright for gaming!

Tuesday, March 13, 2012

Kickstarter: This is the way.

Another lost, lamented genre of classic gaming is now primed to rise from the ashes, as we saw a few days ago in the realm of point & click adventure games, from Double Fine Adventure's funding success.

Now, we can have Wasteland 2, a turn-based, top-down, party-based RPG made by Interplay veterans.

Fund this! This is the harbinger of the new golden age of good games being made by people who care, without the meddling of publishers!

Friday, December 17, 2010

Age of Decadence

The upcoming game Age of Decadence looks like the sort of game I've been enjoying lately, and it's good to see new games being made in styles and genres that the larger publishers don't seem to want to touch. I thank Dragatus for referring me to the AoD site. It's a turn-based isometric RPG with a visual style similar to games such as Fallout, Baldur's Gate, and Icewind Dale. The features look very appealing, allowing for a wide variety of non-linear gameplay, with seven distinct character "classes".

For once, it looks like someone is using the word "decadence" correctly, because the game setting is about a world in decay, long after the fall of an empire inspired by the ancient Roman empire of our world. However, I dislike the use of the term "post-apocalyptic" to describe the world, because I don't like how a perfectly good word ("apocalypse", from Greek "apokalypsis") that literally means "uncovering" or "revealing" has mutated to mean "disaster" or "cataclysm" in common usage.

From the gameplay videos, it appears that it's a single-character game with no party, similar to Fallout 1 and 2. I was hoping for party mechanics, but I have Fallout 2 on my wish list, so I'm clearly not opposed to games where you go it alone. I believe I read a post on their forum that stated they were working on a setting to allow players to speed up the combat animation as well, which I consider a must for a turn-based game.

Speaking of their forum, it's full of fascinating, detailed posts on game design theory and world-building, which will take me weeks to read, at the minimum. Their depth makes me look critically at my own inexperienced musings on the same topics, in unfinished articles yet to be posted here on my blog, and wonder if they're worth posting after all. It's giving me both things to look forward to for their game, and also a couple of disappointments, in the areas of visual design and narrative tone:

Visually, the game is nearly ideal, with a nicely designed interface, and backgrounds and characters that from an isometric perspective in the screenshots look almost hand-painted, despite this being a 3D game. The only trouble is what I mentioned in my comment before this post -- that all the screenshots are predominantly brown. From interface, to character clothing, to backgrounds, all are in shades of brown. I had thought at first that this was just due to whatever finished areas that were available to show in screenshots happening to be brown, so imagine my dismay upon being informed that this is an intentional design decision, with the idea of having a "consistent" colour palette. In reading their screenshot thread, I note many people complaining about the monochromatic nature of the works, even though most of the images seem to have been "removed to save space", as well as the lack of contrast. They appear to be using some kind of dull greenish-brown filter that lays over everything, eliminating any whites and dulling specular highlights (if any).

Now, I know this is another world, and despite being based on the Roman Empire, it's not actually the Roman Empire, but you know, the Romans built with concrete and marble and plaster, and used paint. Why is everything brownstone here? Well, who knows -- maybe there actually is a lot of concrete and grey and white stonework, but it just looks brown to me because of their browning filter.

As for narrative tone, I'm apprehensive about it due to two of the developers' comments in that same forum post, regarding the inclusion of jokes and references:

"No references, no jokes, no easter eggs. Much like the infamous internets, AoD is a serious business." --Vince

Developer Scott expressed a similar distaste for humour in an adjacent post.

So now I'm worried that this game is going to be a drab, monochromatic, humourless game that takes itself too seriously, unlike the other games in whose footsteps it's following. The Fallout series (prior to FO3) may have been set in a wasteland, but it had high contrast graphics, areas full of colour (especially in the interface), and lots of humour and references. Baldur's Gate probably doesn't even need to be brought up here, since I've specifically praised its use of humour before, which is sometimes referential and even self-aware, and it's full of colour as well.

Now, mentioning WoW might just throw my credibility out the window as far as some people are concerned, since it's not in the same category of game, but I mention it here because they have a brilliant art team that can make even brown deserts and wastelands look visually interesting and appealing with contrast and good use of colour.

It seems that the brown filter is not present in the screenshots of interiors, which I see in this more extensive archive of screenshots, so this gives me hope, since the contrast and colour look good for those, so it's only the exteriors that I'm concerned about.

I look forward to the game at any rate, and I hope to see more along these lines.